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Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Posted: Mon Jun 20, 2016 11:23 am
by Beed28
Got around to playing this. I love how faithful it tries to be to the original Quake II. A few issues, though:

- The Grenades don't seem to be thrown, they just drop at your feet. The Grenade Launcher works fine, though.
- When killing a Hover, it doesn't seem to explode after it falls sometimes, whereas at other times it does (I remember in Quake II itself, they always explode when they fall).
- The Infantry monster seems to be the only monster whose corpse I can't destroy no matter what.
- Similarly, I can't destroy pre-placed corpses.
- The Grenades and Grenade Launcher would probably be better off with +WEAPON.NOAUTOAIM. Similarly, monster corpses should probably have +NOTAUTOAIMED.
- Whenever I crouch, GZDoom freezes. This only seems to occur when sv_unlimited_pickup is on. I dunno if it's the mod's fault or something related to the latest GZDoom builds.

Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Posted: Tue Jun 21, 2016 1:22 pm
by Valherran
I think he knows about all of that. Besides, the mod isn't finished yet, there is a lot that is gonna be added/tweaked when he gets back to it.

Re: Another Quake II mod (Paused)

Posted: Wed Jun 22, 2016 12:17 am
by Leviathan
the mod is still in progress and we decide to pause it for take a rest so don't worry ppl this mod it's not dead

Re: Another Quake II mod (Paused)

Posted: Fri Mar 10, 2017 5:53 pm
by ReX
theundeadsoldier wrote:the mod is still in progress and we decide to pause it for take a rest so don't worry ppl this mod it's not dead
[Pardon the bump.]

It's been nearly 9 months since theundeadsoldier's post. Anyone know where this project stands?

Incidentally, the most recent build actually seemed quite comprehensive, so I'm not quite clear on what yet remains. Still, if development is continuing, it can only mean further refinements.

Also, aside from TheCamaleonMaligno, who gets credit for the work here? And what are the permissions? There is no text file that accompanies the game file; in future releases I suggest the authors at least include a text file within the pk3 with the names of the authors and any permissions.

Many thanks for a very cool mod.

Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Posted: Fri Mar 10, 2017 6:15 pm
by Valherran
Credits:
Me (TheCamaleonMaligno a.k.a Unnamed): Decorate, ACS Scripts, Modeldefs, new graphics, brightmaps, some sound edits, etc. Basically, i did most of the work.
TheUnDeadSolder: SPECIALLY thanks to him because he suggested me to make this mod and contributed with some decorations, bug reports, suggestions, -mod name- , etc. ♥
There's your answer for the credits. As for permissions, just PM the guy or wait til he gets back.

Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Posted: Sat Mar 11, 2017 6:17 am
by ReX
Valherran wrote:There's your answer for the credits. As for permissions, just PM the guy or wait til he gets back.
Ah, heck! It was staring at me right on the front page. Regardless, thanks. [Although I have to ask, since the February 2016 release it appears that others may have also joined in the development - e.g., theundeadsoldier, correct?]

And, yes, I'll PM TheCamaleonMaligno for permissions.

Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Posted: Sat Mar 11, 2017 12:28 pm
by TheCamaleonMaligno
Well, to be honest, i stopped developing this mod because i have lost most of the interest on it and i have been busy with my personal mod and Zion, this mod isn't officially cancelled, probably i'll continue it in the future (maybe featuring the power of ZScript but not sure)
ReX wrote:And what are the permissions?
if you want to use something, just do it, credits will be appreciated.
ReX wrote: [Although I have to ask, since the February 2016 release it appears that others may have also joined in the development - e.g., theundeadsoldier, correct?]
TheUndeadSolder was in the developement of this mod since the start, in fact, he's a friend of mine, and thanks to him this mod is real beacuse he challenged me to do this mod and i accepted :b, we are the only two people working on this mod.

Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Posted: Sat Mar 11, 2017 2:38 pm
by Leviathan
yeah since camaleon is kinda lazy xd it should be awesome if someone wants to help with this mod because if we add everything from quake II it doesn't mean we're gonna end there me and camaleon were also planning to bring the enemies/weapons/items from the diferents expantions of quake 2 like the reckoning or the ground zero

Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Posted: Sat Mar 11, 2017 7:16 pm
by SoundOfDarkness
So you say that mod isn't even finished? :shock:
Then let me say that's by far the best Quake II mod I've ever played. My only "complaint" would be that the corpses aren't gibable(?) with Zandronum. And I took the freedom to tweak it a little bit to make it compatible with the ketchup mod, since I wanted a little more blood.

Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Posted: Sat Mar 11, 2017 8:15 pm
by JohnnyTheWolf
There is also the issue of the Pain Elemental not having been replaced by a Quake II monster and now being ridiculously overpowered thanks to its ability to spawn Flyers.

Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Posted: Sun Mar 12, 2017 1:08 pm
by Leviathan
JohnnyTheWolf wrote:There is also the issue of the Pain Elemental not having been replaced by a Quake II monster and now being ridiculously overpowered thanks to its ability to spawn Flyers.
yeah we know about that maybe then camaleon want to keep working on the mod he will replace the pain elemental with the technician

Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Posted: Sun Mar 12, 2017 1:21 pm
by shotfan
Also, there is the question about implementing the rest of the content from the official expansions (The Reckoning and Ground Zero). There are Enhanced Guards and Beta Gladiators for now in this mod.

Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Posted: Sun Mar 12, 2017 1:59 pm
by Leviathan
shotfan wrote:Also, there is the question about implementing the rest of the content from the official expansions (The Reckoning and Ground Zero). There are Enhanced Guards and Beta Gladiators for now in this mod.
the enhanced light guard and the warrior (the green gladiator) are non-official enemies but they were supposed to be delete in the next version or something

Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Posted: Mon Mar 13, 2017 6:52 am
by ReX
TheCamaleonMaligno wrote:... this mod isn't officially cancelled, probably i'll continue it in the future (maybe featuring the power of ZScript but not sure)

if you want to use something, just do it, credits will be appreciated.

TheUndeadSolder was in the developement of this mod since the start, in fact, he's a friend of mine, and thanks to him this mod is real beacuse he challenged me to do this mod and i accepted :b, we are the only two people working on this mod.
Good to know the project could be revived. And thanks for the permissions. Of course, I'll give all relevant credit to you and theundeadsoldier.
theundeadsoldier wrote:... maybe then camaleon want to keep working on the mod he will replace the pain elemental with the technician
Excellent! At this point, that's the main missing piece in what I am planning. If the pain elemental is not replaced, I'll simply do away with than enemy in my mod.

Many thanks for producing this fine piece of work.

Re: Another Quake II mod (LITTLE UPDATE 2-12-16)

Posted: Sun Mar 19, 2017 9:37 am
by SHayden
This mod is the most accurate conversion of doom to quake I ever played. Well done. May I ask just one thing if mod isn't cancelled then to create additonal mod with that one so you can play with the stroggs :3
I'm sorry I just love quake II...and doom...and playing with bad guys :D